» Sat Feb 19, 2011 11:12 am
I'd like to point something out here that we may or may not have been clear upon before, as I feel that it should be.
We're not exactly going for the Maximum Overdrive Overhaul that was FWE, PN will be more modular, more compatible, etc.
Example being we are adding weapons and armor in a different .esp than the Core.esm, in case someone would rather not have new weapons but the fun of bullet time and dynamic crosshair.
Likewise with the Cybernetics .esp, it's completely seperate, and optional.
As far as incorporating other mods, we're trying avoid borg mentality, even for weapons and armor acquisition, allowing only high quality set pieces from previous fallouts with vanilla FO3/NV naming conventions, proper reloading animations/limited armor clipping, and also trying to limit the creation of new ammo types until something like CALIBR comes to the table. Say, we add a Tommy Gun, we'd probably chamber it to .44 Magnum and call it the ".44 Magnum Submachine Gun" since the 9mm, 10mm, and 12.7mm ammo types have similar Pistol/SMG combos as such." Hmm. That's something I need to look into (I'm in charge of making the equipment module, take that as you will)
We are also not touching existing weapons values or editing them in anyway, as something like WMX would directly conflict with once released, we want to play nice with our fellow modders as much as possible.
As far as Cybernetic Implants being actually visible on the player, I can't speak for shlangster, but as far as I know, doing so would require race edits, scripting, etc that I'm not sure is possible even with NVSE. We have a competent weapon Modeler and Texture (and Pie Maker) but I don't know what he could do with the body rig of either gender in Bethesda GameBryo's current state. I'm sure someone else from the team will confirm or explain further.